It really isn't. To be done well, to achieve the goals the devs have in place, that of striking a (near) balance between players across all levels, the entire system would need redesigned from the ground up.
That is never in any way "worth it."
For one, to each their own - I enjoy having to operate jobs differently depending on the level range. Having to repeat the same exact rotation regardless of level range once I reach max level would bore me to death more than having less buttons to leverage performance with.
For another, as many have said before me, the amount of effort and ressources required to actually design LevelSync-but-not-actually-Sync without any of these conditions happening:When the former is a thing, it may be subjectively more fun for some, but is generally biased towards new players in value. When the latter happens, the system is biased towards high level players because they have many more broken tools that cannot be affected by scaling.
- High Lv Player providing the same value with exponentially greater effort (= unhappy High Lv Player because unfair value:effort ratio)
- High Lv Player providing more exponentially greater value than Low Lv Player (= unhappy Low Lv Player because powercrept)
Lastly, assuming condition 1 happens and we try to make it fair - how do you even design a system, that dynamically adjusts damage values, potencies, defensive, offensive and restorative properties of each action just to keep the power level of say a Level 90 the same as a Lv50 player? What if the Lv50 levels up mid run? Does the damage of the Lv90 get unnerfed? What if we have a Lv90, 75, 62 and 50 player in one run? Do we scale around the Lv50 player or do we create an average between levels and scale it that way? What about enemy stats?
Those are all possibilities one needs to consider if they made toolkits available regardless of level for a fair system. This isn't the first time I explained it to someone and no matter of how "boring" a level range is for someone, it is not worth designing a system like this - the workload is astronomical and would span multiple expansions to get right, but at what cost?
If we want to ask for something, ask for them moving more skills down the list like DRK receiving Stalwart Soul now at Lv40 rather than Lv72. Make jobs less top-heavy in upgrades and more some things down and rescale content and / or potencies around that.
I kinda agree with the OP, it would make it easier for us to learn the new skills we get.
Ive been running NIN through levelling roulette and I've really been struggling to learn lv60+ rotations because half of the time Im rolling dungeons where the skills are disabled.
While NIN is a lot of fun, I wouldnt say I really know what Im doing and find myself staring at my skills when I should be paying attention to mechanics. If the skills were unlocked in synced content then I think I would have a better feel for whats going on.
Last edited by Tiramu; 09-29-2022 at 12:02 AM.
WHM / BLM / SMN / NIN/ DNC / Omnicrafter and Gatherer
You could also level up by doing the currently two highest available dungeons - while they don't net as much EXP per duty as Duty Roulette, they DO give you exactly what you want - an environment to level up while using your new tools.I kinda agree with the OP, it would make it easier for us to learn the new skills we get.
Ive been running NIN through levelling roulette and I've really been struggling to learn lv60+ rotations because half of the time Im rolling dungeons where the skills are disabled.
While NIN is a lot of fun, I wouldnt say I really know what Im doing and find myself staring at my skills when I should be paying attention to mechanics. If the skills were unlocked in synced content then I think I would have a better feel for whats going on.
I appreciate that and maybe it is somewhat self inflicted. I just find the lv roulette turns over battles more quickly so gravitate towards it.
But yeah, point taken.
WHM / BLM / SMN / NIN/ DNC / Omnicrafter and Gatherer
*laughs in Blue Mage*
Three expansions of thinning out job kits at lower levels... it's time to scale some of that back so that level sync doesn't feel like sh*t.
All jobs should have an AoE by level 15 (Sastasha), and all of your core utilities (Verraise, Closed Position etc.) and full weaponskill combo tree by level 50. Re-tune content accordingly.
AOEs baseline available (minus maybe healers) definitely.Three expansions of thinning out job kits at lower levels... it's time to scale some of that back so that level sync doesn't feel like sh*t.
All jobs should have an AoE by level 15 (Sastasha), and all of your core utilities (Verraise, Closed Position etc.) and full weaponskill combo tree by level 50. Re-tune content accordingly.
I got mixed feelings about Closed Position, as Dancer's damage output at Lv50 is already strong by sheer potencies alone. All Lv50 Closed Position would do is powercreep Lv50 content further with no actual change to DNC gameplay (no Curing Waltz, no Esprit, no Devilment).
Verraise and by proxy SMN Resurrection are two actions that are consistently on the chopping block due to the level of progression utility it brings in basically all types of content. Lv50 and Lv60 RDM gives very high damage + mobility for those level ranges. While one could make an argument that "lower level content without ultimates doesn't matter", giving RDM raise before BLM gets their mobility to maintain damage is a bit overkill.
Unpopular opinion, but I'd prefer they axe ACN/SMN/RDM raises completely and leave this to Healer Role only. Replace the lost utility with something else, perhaps on OGCD even.
Addendum to previous post:
RDM Vercure should maybe be on charges and an ability rather than a spell, similar to SMN's Radiant Aegis. It would give RDM a more friendly way to support teammates outside of damage without actually crippling their damage.
By proxy, a replacement for Verraise could maybe be Vermedica under similar design choices like Vercure.
Based on this, Magick Barrier's healing potency increase would play into the strengths of those as well. Give it a thought!
swtor at one point did this where you get all your core skills super early and all the passive stuff came later. They recently reverted that for some unknown reason, but at the time it was pretty awesome to get my core ability from that class tree at level 10.Three expansions of thinning out job kits at lower levels... it's time to scale some of that back so that level sync doesn't feel like sh*t.
All jobs should have an AoE by level 15 (Sastasha), and all of your core utilities (Verraise, Closed Position etc.) and full weaponskill combo tree by level 50. Re-tune content accordingly.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.